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In reply to snaiper133
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#81
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snaiper133
Which unit is better to use against Haven: Fire Drake or Phoenix?
And who is "FD"? :eek:
It's better to take a Barbarian with maxed-out Anti-Magic skill :D.
С самого начала позаботься о своем месте в жизни, чтобы не уподобиться маятнику. /Херберт. Ф./
Клан: "Смертельный Альянс" - "Mortal Alliance"
In reply to LeSHiJ-MaX
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#82
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LeSHiJ-MaX
Who is "FD"? :eek:
Better take a strong unit with upgraded anti-magic :D.


Fairy Dragon - Magic Dragon. A strong unit is understandable, but level 4 is also needed. So, what is it?
In reply to CTPAHHuK
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#84
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CTPAHHuK
I was always afraid of the Dungeon faction. It's easiest to defeat them with the Chaos Dragons, but it depends on who you're playing as.

I was actually asking which unit is better to build: Magic Dragons or Phoenixes when playing against Haven. What do Chaos Dragons have to do with it? I'm obviously playing as Sylvan:)). Who else would I be playing as if we're talking about Phoenixes and Dragons?:))
In reply to CTPAHHuK
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#87
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CTPAHHuK
Sorry... build Phoenixes, it's easier to develop with them :)))

Exactly, I don't even remember when I last used defense.

Думающий поймет. Действующий совершит. Дорогу осилит идущий ©
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#89
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I think the most difficult choice is between the Monk and the Crusader. Both have the "Death Shroud" ability, their usefulness and movement range on the map are approximately the same. The Monk is ideal for defense, but he's also not bad in attack – usually, in my army, they get along well with Tier 3 Order units. Both the Crusader and the Monk are equally weak against Order armies: the first will be affected by slow, and the second will be defeated by forgetfulness. And blindness with hypnosis is just an added bonus! Against Nature, both are equally weak – the Crusaders will get stuck in the Quicksand, and Griffons/Phoenixes will quickly close the distance with the Monks, and the strong melee penalty will take effect. I usually choose Monks because it allows me to implement a "ranged" strategy (ballista-monk-angel). But the Crusaders' double strike is a devilishly tempting thing, especially under certain tactics...
It's also difficult to choose between the Behemoth and the Stormbird. The former moves like arthritic turtles, and the latter are just weak. Whichever I choose, I always regret making the mistake. Therefore, I try to rush as early as the first month so that I don't have to make a choice!
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#90
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all creatures are good depending on who you are fighting, so the choice is not difficult at all.
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#91
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For Humans, there's no need to choose. Pikemen - Monks - Cavalry - that's the starting lineup. That's the only way to make it work. There's often not enough resources for Angels, and saving up for several turns means losing the initiative. However, in captured Castles of the same class, there are always Angels.

For Nature, it's strictly based on resources. To build Griffins, you need a completely useless and expensive Stronghold. The choice at the fourth level is difficult. It depends on the opponent. If it's Chaos or Barbarians, then Phoenixes are the obvious choice! Against others, it's better to take Mages. In the Portal, only Water Elementals. The growth rate of Manticores is too weak.

For Barbarians: Harpies - Cyclops - Birdlings. The chances of Behemoths surviving and reaching the enemy's front line are practically nil. They also don't work well as a living shield for Cyclops. Birdlings can much more effectively neutralize enemy ranged units, and they also have good speed, which means initiative! Although you need an unnecessary Castle to build Birdlings, they quickly pay for themselves. It's still better than slow Behemoths.

For Order... Genies. In fact, the entire Order tactic stems from them. The rest is not important. Based on resources and build speed.

For Death. The second level is irrelevant; the main goal is to reach the third. The third... Vampires come anyway from the skill, so it's better to take Poisonous Creatures. At the fourth level, Bone Dragons.

For Chaos. Medusas - Nightmares - Black Dragons. There is no alternative to Medusas, just as there is no alternative to Black Dragons. Ifrits... What's the use of their fire resistance? Chaos players are the ones who use fire! And with three slots and three stacks, they can disable the opponent, while the Black Dragons and Medusas finish off the rest. However, if there's a Chaos Mage with Order and the spells Teleport and Cat's Speed... then Hydras are indispensable.:smile04:
Вдруг, откуда ни возьмись, ниоткуда не взялось.

Музыкальное оформление.
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#92
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Nature has very little to offer in terms of Void Dragons. I recently tried playing a Nature build focused on Chaos, taking a Void Dragon + Chaos Knight + Druid, with the intention of later adding a second Chaos Knight, but I quickly realized that it would be extremely difficult to succeed. The problem is that the Void Dragon's damage is fixed due to its magic, and their chances in melee combat are slim. So, for example, when a Void Dragon hits a peasant with a lightning bolt, it always deals 13 damage (67+67=134), while a Phoenix, with Tactics, can deal around 500 damage(!). Another important advantage is that Phoenixes can be used to keep any neutral troops away from heroes. Void Dragons can't do this because they need to maintain distance from the enemy. Therefore, Void Dragons need either Manticores or Griffins, which in turn require the infamous Tactics skill.
Vampires still depend on the skill.
Only on Whirlwinds.
Order... Djinns.
With triple strike, Nagas are very strong. It's also quite easy to clear neutral creatures with them; just heal them in time and, if possible, buff them with things like "Flight," "Bless," and "Armor," etc.
Ifrits... What's the point of their fire resistance?
Ifrits have high speed and attack. I've used them a couple of times as cannon fodder to absorb attacks; I remember successfully taking down about 6 Bone Dragons with 1+1+1 Ifrits, 1 Black Dragon, a hero with Tactics, and two Chaos Knights (they weren't very effective with magic).
There are often not enough resources for Angels.
There are enough resources, but it's not always possible to build them quickly, unless there's a Magic Garden nearby, or several piles of crystals on the map. For cavalry, it's better to take Crusaders; firstly, they will absorb attacks in difficult battles, and secondly, Champions require a Stable + Order of Paladins – the latter is also needed for Crusaders, i.e., reducing the time to build to level 4. (Monks also require an Abbey)


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



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#93
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In duels, with weekly increases in Power, the Hive wins against everyone except the Chaos Horde. But when Tactics are used, the Hive loses its value. I usually take Phoenixes myself. I just like them more. :)
Zybr
With triple attack, Nagas are very strong. It's also quite easy to clear neutral creatures with them, just heal them in time and, if possible, buff them with things like "Flight," "Bless," "Armor," etc.

Yes, you can do that, but then the configuration should only be: Mages - Nagas - Titans.
Djinn, thanks to Illusions, can create a powerful stack out of nothing, and with Phantoms, a mage hero becomes virtually invincible! By the way, it's beneficial to take Cockatrices. They will be useful even in small numbers. :)
Also, Song of Peace is useful for a faction that only needs one Djinn.
Zybr
Ifrits have high speed and attack. I've used them a couple of times as cannon fodder to absorb attacks, and I remember it worked well to defeat about 6 Bone Dragons with 1+1+1 Ifrits, 1 Chaos Horde creature, a tactic hero, and two Chaos Knights (they weren't very effective with magic).

I like the ability to take out half of the enemy army in battle. For the Terror faction, you only need one Warhorse. It's scary when a single Nightmare disables a large slot of Angels or Phoenixes! :smile04:
Zybr
For cavalry, it's better to take Crusaders, firstly, they will absorb attacks in difficult battles, and secondly, Champions need a stable + Order of Paladins - the latter is also needed for Crusaders, i.e., reducing the time to build up to level 4. (for monks, you also need to build an Abbey)

A stable is needed in any case. The Order of Paladins is very useful at the start. An Abbey - morale has never hurt anyone. And if you take Crusaders, then on the second level, you will have to take Ballistas. Otherwise, the incredibly strong Archers will remain the only ranged units.
Вдруг, откуда ни возьмись, ниоткуда не взялось.

Музыкальное оформление.
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#94
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In duels, with weekly increases in damage, the Hive wins against everyone except the Chaos Domain.
What kind of battles are these?
Yes, it can be done that way, but the configuration should only be as follows: Mages - Nagas - Titans.
Thanks to Illusions, Djinns can create a powerful stack out of nothing, and with Phantoms, a mage hero is virtually invincible!
By the way, it is beneficial to take Cockatrices. They will be useful even in small numbers.
In addition, the Song of Peace is useful for a caste that only needs one Djinn.
In the final battle, Djinns are not as useful as Nagas. Any illusion is removed by dispelling or canceling spells, and it makes little sense to take single units when you have 5 heroes; all that remains is to hit with lightning and cast a general slow/joy spell. But this seems pale compared to the triple attacks from teleportation.
I like the ability to remove half of the enemy's army from the battle. For the Terror caste, only one Nightmare is needed.
It's scary when a single Nightmare disables a large slot of Angels or Phoenixes!
It lasts for only three rounds. Also, there is a penalty to speed and a limitation in slots, so either there will be no powerful stack or there will be an additional hero. Or do you run around with two heroes?
A stable is needed in any case. The Order of Paladins is very useful at the start. The Abbey - morale has never bothered anyone.
And if you take Crusaders, then on the second level you will have to take Ballistas. Otherwise, the incredibly strong Arbalests will remain the only ranged unit.
Ballistas are the slowest unit in the game. Their speed is 14! Why are they even needed?
Besides, they require more wood than Pikemen. With such costs, there is a risk of not being able to build cavalry in time.
In general, no one plays with level 1, 2, and sometimes even 3 in online games. Especially not in Fortress Battles.
And the strength of Arbalests is not that great, and morale can be raised by a Tactician if necessary. In general, morale is not very important when clearing neutral creatures, unless there is antimorale. And then, morale can be increased through tactics and artifacts.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



In reply to Zybr
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#95
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Zybr
What kind of battles?

Just battles between units of the same level, in the amount of a week's worth of reinforcements.
Zybr
Or do we run around with two heroes?

Against the AI on "Magister" and two heroes with an army will be enough.

Although, stealth units can run around with level 3 units. :)
Zybr
In general, no one plays online with levels 1, 2, and sometimes even 3. Especially in Fortress battles.

I only played against the AI and used heroes mainly as magical support for the army. So I don't have that kind of experience.
Вдруг, откуда ни возьмись, ниоткуда не взялось.

Музыкальное оформление.
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#96
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Well, it's time to move on to the next level;)
As for the heroes, most of them are magical support anyway;)
Unless you focus on the combat skills branch.

As for difficult choices, perhaps on level 4, it's hard to guess who to choose for Haven. On the one hand, there are very fast dragon-golems in battle, but I think they have two drawbacks - large size and the inability to heal them. But on the other hand, the combat effectiveness of titans in melee is not that good. Although, paired with nagas, it might be a good option...


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



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#97
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Nature also faces a very difficult choice on the fourth level. Both options are good. The combination of water elementals, griffins, and winged demons is very effective and allows you to crush even three times superior forces without losses, but if the enemy army has units with immunity, this tactic fails immediately. Griffins, phoenixes, and praying mantises is a universal combination, but it inevitably leads to losses in battle, even against an enemy army of equal strength.

By the way, I've never checked, but I think that a Barbarian with a Grand Master combat skill, around level 20, would hardly be able to defeat five phoenixes. :) They would devour him without any difficulty. Although, maybe I'm wrong? :)
Вдруг, откуда ни возьмись, ниоткуда не взялось.

Музыкальное оформление.